WO2020206998A1 - 地形切割的顶点重建方法、装置、处理器及终端 - Google Patents

地形切割的顶点重建方法、装置、处理器及终端 Download PDF

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Publication number
WO2020206998A1
WO2020206998A1 PCT/CN2019/115255 CN2019115255W WO2020206998A1 WO 2020206998 A1 WO2020206998 A1 WO 2020206998A1 CN 2019115255 W CN2019115255 W CN 2019115255W WO 2020206998 A1 WO2020206998 A1 WO 2020206998A1
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Prior art keywords
unit
plot
unit plot
terrain
vertex
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PCT/CN2019/115255
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English (en)
French (fr)
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叶永盛
钟昆达
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网易(杭州)网络有限公司
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Priority to US16/756,479 priority Critical patent/US11446574B2/en
Priority to JP2021557119A priority patent/JP7190588B2/ja
Publication of WO2020206998A1 publication Critical patent/WO2020206998A1/zh

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/10Geometric effects
    • G06T15/20Perspective computation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T2210/00Indexing scheme for image generation or computer graphics
    • G06T2210/21Collision detection, intersection

Definitions

  • the present disclosure relates to the field of computers, and in particular to a method, device, processor and terminal for apex reconstruction of terrain cutting.
  • Terrain rendering in a three-dimensional (3D) game usually divides the entire terrain into several terrain blocks (Chunks). Each terrain block can be seen as a plane composed of multiple vertices.
  • the information recorded by each vertex for rendering may include, but is not limited to: height, texture UV, and normal vector.
  • the terrain vertex plane provided in the related technology can only be adjusted by the height value, and the implementation method of dynamically changing the height of the terrain vertex (for example: randomly reducing the height value of the terrain vertex at the bombing position), thereby producing the effect of terrain destruction and deformation .
  • At least some embodiments of the present disclosure provide a vertex reconstruction method, device, processor, and terminal for terrain cutting, so as to at least solve that the terrain change mode provided in the related art is limited to a single plane, and lacks flexibility and realism. Technical issues.
  • a vertex reconstruction method for terrain cutting including:
  • the location information of the unit plot to be removed where the terrain resource in the game scene is cut into multiple terrain blocks, and each terrain block is cut into multiple unit plots; the location information is determined and the one to be removed
  • the vertex data of the neighboring unit plots of the unit plot; the triangular facets to be rendered are reconstructed according to the vertex data.
  • obtaining the position information of the unit plot to be removed includes: obtaining the three-dimensional coordinates of the collision point where the attack trajectory of the game character intersects with the collision body of the unit plot to be removed, where the three-dimensional coordinates include: horizontal direction The first coordinate and the second coordinate on the above, the third coordinate in the vertical height direction; the volume is extracted from the terrain block where the collision point is located according to the first and second coordinates, where the volume includes: the unit to be removed The plot, the first unit plot adjacent to the upper surface of the unit plot to be removed, and the second unit plot adjacent to the lower surface of the unit plot to be removed; cut the volume in half, The first cutting body block and the second cutting body block are obtained; the position information is determined from the first cutting body block and the second cutting body block respectively according to the third coordinates.
  • determining the vertex data of the unit plot adjacent to the unit plot to be removed according to the location information includes: a first determining step of determining, according to the location information, the unit plot to be removed is an underground unit plot; A judging step, judging whether the neighboring unit plots on the side to be queried of the underground unit plots have been removed, if the neighboring unit plots are not removed, then determining the coordinate data used to reconstruct multiple vertices of the side to be queried , Where the sides to be queried include: the upper surface, lower surface and multiple sides set by default for the underground unit plot; the second judgment step is to determine whether each side of the underground unit plot has been queried, if not, return to the first A judging step, if yes, determine the vertex data of the unit plot adjacent to the unit plot to be removed.
  • the method further includes: storing the vertex data of the unit plot adjacent to the unit plot to be removed To the first cache, and update the vertex data of adjacent unit plots stored in the first cache.
  • determining the vertex data of the unit plot adjacent to the unit plot to be removed according to the location information includes: a second determining step of determining, according to the location information, the unit plot to be removed is a surface unit plot;
  • the third judgment step is to determine whether the adjacent unit plots on the side to be queried on the surface unit plots have been removed.
  • the fourth judgment step is to judge whether all sides of the surface unit plot have been queried, if not, return to the third judgment step, if yes, determine the vertex of the adjacent unit plot with the unit plot to be removed data.
  • the method further includes: storing the vertex data of the unit plot adjacent to the unit plot to be removed To the second cache, and update the vertex data of adjacent unit plots stored in the second cache.
  • a topographic cutting vertex reconstruction device including:
  • Get the component set to get the location information of the unit plot to be removed, where the terrain resource in the game scene is cut into multiple terrain blocks, and each terrain block is cut into multiple unit plots; determine the component, set To determine the vertex data of the unit plot adjacent to the unit plot to be removed according to the position information; the reconstruction component is set to reconstruct the triangle patch to be rendered based on the vertex data.
  • the acquiring component includes: an acquiring element, configured to acquire the three-dimensional coordinates of the collision point where the attack trajectory of the game character intersects with the collision body of the unit plot to be removed, wherein the three-dimensional coordinates include: the first in the horizontal direction The coordinate and the second coordinate are the third coordinate in the vertical height direction; the extraction element is set to extract the volume from the terrain block where the collision point is located according to the first and second coordinates, where the volume includes: the volume to be removed A unit plot, a first unit plot adjacent to the upper surface of the unit plot to be removed, and a second unit plot adjacent to the lower surface of the unit plot to be removed; the cutting element is set to The volume is cut in half to obtain a first cutting volume and a second cutting volume; the first determining element is configured to determine position information from the first cutting volume and the second cutting volume according to the third coordinates.
  • an acquiring element configured to acquire the three-dimensional coordinates of the collision point where the attack trajectory of the game character intersects with the collision body of the unit plot to be removed, wherein
  • the determining component includes: a second determining element configured to determine that the unit plot to be removed is an underground unit plot according to the position information; the first determining element is configured to determine the relative phase of the underground unit plot to be queried Whether the neighboring unit plot is removed, if the neighboring unit plot is not removed, determine the coordinate data used to reconstruct the multiple vertices of the side to be queried, where the side to be queried includes: the default setting of the underground unit plot The upper surface, the lower surface and multiple sides; the second judging element is set to judge whether each side of the underground unit plot has been queried, if not, then return to the first judging element, if yes, confirm and to be removed The vertex data of the neighboring unit plots of the unit plot.
  • the above-mentioned device further includes: a first cache component, configured to store vertex data of adjacent unit plots of the unit plot to be removed in the first cache, and compare the adjacent unit plots stored in the first cache. The vertex data of the unit plot is updated.
  • a first cache component configured to store vertex data of adjacent unit plots of the unit plot to be removed in the first cache, and compare the adjacent unit plots stored in the first cache. The vertex data of the unit plot is updated.
  • the determining component includes: a third determining element configured to determine that the unit plot to be removed is a surface unit plot according to the position information; the third determining element is configured to determine the relative phase of the surface unit plot to be queried Whether the neighboring unit plot is removed, if the neighboring unit plot is not removed, determine the coordinate data used to reconstruct the multiple vertices of the side to be queried, where the side to be queried is determined by the intersection position and the actual surface unit plot The position of the included vertices is determined, and the position of the intersection is determined by the part of the intersection of the surface unit plot and the cutting surface of the surface and the default settings of the surface unit plot; the fourth determining element is set to determine each side of the surface unit plot Whether the query has been completed, if not, return to the third judging element, if yes, determine the vertex data of the adjacent unit parcel with the unit parcel to be removed.
  • the above-mentioned device further includes: a second cache component, configured to store vertex data of adjacent unit plots of the unit plot to be removed in the second cache, and compare the adjacent unit plots stored in the second cache. The vertex data of the unit plot is updated.
  • a second cache component configured to store vertex data of adjacent unit plots of the unit plot to be removed in the second cache, and compare the adjacent unit plots stored in the second cache. The vertex data of the unit plot is updated.
  • a storage medium is further provided, the storage medium includes a stored program, wherein the device where the storage medium is located is controlled to execute any one of the above-mentioned methods for apex reconstruction of terrain cutting when the program is running.
  • a processor is also provided, the processor is configured to run a program, wherein any one of the above-mentioned methods for topographic cutting vertex reconstruction is executed when the program is running.
  • a terminal including: one or more processors, a memory, a display device, and one or more programs, wherein the one or more programs are stored in the memory and are It is configured to be executed by one or more processors, and one or more programs are used to execute any one of the above-mentioned methods for apex reconstruction of terrain cutting.
  • the location information of the unit plot to be removed is acquired, the terrain resource in the game scene is cut into multiple terrain blocks, and each terrain block is cut into multiple unit plots.
  • the vertex data of the unit plots adjacent to the unit plot to be removed is determined by the position information, and the triangle patch to be rendered is reconstructed according to the vertex data, so that the change to the terrain is essentially to change the vertex data of the terrain from
  • the planar dimension is expanded to a grid of arbitrary three-dimensional grid shapes, which greatly expands the interactive dimension of the terrain system, making it possible to introduce more interesting and highly playable gameplay around terrain changes, thus achieving the goal of opening up the spatial dimension of the game
  • the technical effect of improving the fun and playability of the game is solved, and the technical problem that the terrain change mode provided in the related technology is limited to a single plane and lacks flexibility and realism.
  • Fig. 1 is a flowchart of a method for vertices reconstruction of terrain cutting according to one of the embodiments of the present disclosure
  • FIG. 2 is a schematic top view of terrain segmentation according to one of the alternative embodiments of the present disclosure
  • FIG. 3 is a schematic diagram of acquiring a unit plot to be removed according to an optional embodiment of the present disclosure
  • Fig. 4 is a schematic diagram of vertices reconstruction of an underground grid according to an alternative embodiment of the present disclosure
  • Fig. 5 is a schematic diagram of ground mesh vertex reconstruction according to an optional embodiment of the present disclosure.
  • FIG. 6 is a structural block diagram of a vertex reconstruction device for terrain cutting according to one of the embodiments of the present disclosure
  • FIG. 7 is a structural block diagram of a vertex reconstruction device for topographic cutting according to an alternative embodiment of the present disclosure.
  • an embodiment of a vertex reconstruction method for topographic cutting is provided. It should be noted that the steps shown in the flowchart of the accompanying drawings can be implemented in a computer system such as a set of computer-executable instructions. Execution, and although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than here.
  • the method embodiment can be executed in a mobile terminal, a computer terminal or a similar computing device. Take running on a mobile terminal as an example.
  • the mobile terminal may include one or more processors (the processor may include but is not limited to a central processing unit (CPU), a graphics processing unit (GPU), a digital signal processing (DSP) chip, a micro A processor (MCU) or a programmable logic device (FPGA) and other processing devices) and a memory set to store data.
  • the above-mentioned mobile terminal may also include a transmission device and an input/output device configured as a communication function.
  • the mobile terminal may also include more or fewer components than the foregoing structural description, or have a different configuration from the foregoing structural description.
  • the memory may be configured to store computer programs, for example, software programs and components of application software, such as the computer programs corresponding to the vertex reconstruction method for terrain cutting in the embodiments of the present disclosure, and the processor executes the computer programs by running the computer programs stored in the memory Various functional applications and data processing, namely the vertex reconstruction method for realizing the above-mentioned terrain cutting.
  • the memory may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
  • the memory may further include a memory remotely provided with respect to the processor, and these remote memories may be connected to the mobile terminal through a network. Examples of the aforementioned networks include, but are not limited to, the Internet, corporate intranets, local area networks, mobile communication networks, and combinations thereof.
  • the transmission device is set to receive or send data via a network.
  • the foregoing specific examples of the network may include a wireless network provided by a communication provider of a mobile terminal.
  • the transmission device includes a network adapter (Network Interface Controller, referred to as NIC for short), which can be connected to other network devices through a base station to communicate with the Internet.
  • the transmission device may be a radio frequency (Radio Frequency, referred to as RF) component, which is configured to communicate with the Internet in a wireless manner.
  • RF Radio Frequency
  • FIG. 1 is a flowchart of the method for vertices reconstruction of terrain cutting according to one of the embodiments of the present disclosure, as shown in FIG. The method includes the following steps:
  • Step S12 acquiring location information of the unit plots to be removed, where the terrain resources in the game scene are cut into multiple terrain blocks, and each terrain block is cut into multiple unit plots;
  • Step S14 determining the vertex data of the unit plot adjacent to the unit plot to be removed according to the position information
  • Step S16 reconstruct the triangle to be rendered according to the vertex data.
  • the location information of the unit plots to be removed can be obtained.
  • the terrain resources in the game scene are cut into multiple terrain blocks, and each terrain block is cut into multiple unit plots.
  • the information determines the vertex data of the neighboring unit plots of the unit plot to be removed and reconstructs the triangle surface to be rendered based on the vertex data. The change to the terrain is achieved.
  • the vertex data of the terrain is expanded from the plane dimension to Griding any three-dimensional grid shape greatly expands the interactive dimension of the terrain system, making it possible to introduce more interesting and highly playable gameplay around terrain changes, thereby achieving the goal of improving the game by opening up the spatial dimension of the game.
  • the technical effects of fun and playability further solve the technical problem that the terrain change method provided in the related technology is limited to a single plane and lacks flexibility and realism.
  • the terrain resources in the above game scene can be cut into multiple terrain blocks.
  • Each terrain block can be further divided into multiple unit plots.
  • Each unit plot includes an upper surface, a lower surface, and four sides: front, back, left, and right.
  • Each of the upper surface, the lower surface, and the four sides of the front, rear, left, and right sides is composed of two triangular faces.
  • Fig. 2 is a schematic top view of terrain segmentation according to one of the alternative embodiments of the present disclosure.
  • the plane size of a terrain block of the terrain system is length (320 dm) x width (320 dm).
  • the grid size of the unit plot plane obtained after dividing the terrain block is length (20 dm) x width (20 dm).
  • the grid of each unit plot plane is associated with four vertices, thereby constructing two triangular faces, which are set to output to the rendering system for terrain rendering in the game scene.
  • the terrain vertex data of any level in the spatial dimension is obtained and adjusted, and continuous plane vertices are expanded into discontinuous gridded vertices in the space.
  • reasonable cutting and caching strategies are used to make the terrain Destruction can run efficiently and stably in actual games.
  • step S12 obtaining the location information of the unit plot to be removed may include the following execution steps:
  • Step S121 Obtain the three-dimensional coordinates of the collision point where the attack trajectory of the game character intersects with the collision body of the unit plot to be removed, where the three-dimensional coordinates include: first and second coordinates in the horizontal direction, and in the vertical height direction The third coordinate;
  • Step S122 Extract a volume from the terrain block where the collision point is located according to the first coordinates and the second coordinates, where the volume includes: a unit plot to be removed and adjacent to the upper surface of the unit plot to be removed The first unit plot of land and the second unit plot adjacent to the lower surface of the unit plot to be removed;
  • Step S123 cutting the volume in half to obtain a first cutting volume and a second cutting volume
  • Step S124 Determine position information from the first cutting volume block and the second cutting volume block according to the third coordinates.
  • FIG. 3 is a schematic diagram of obtaining a unit plot to be removed according to one of the optional embodiments of the present disclosure. As shown in FIG. 3, first, the coordinates of the collision point (x/20, z/20) can be obtained from the terrain block Extract the corresponding volume, which includes the unit plot to be removed, the first unit plot adjacent to the upper surface of the unit plot to be removed, and the lower surface of the unit plot to be removed.
  • the adjacent second unit plot since the basic unit of processing of the unit plot to be removed is a triangle, it is necessary to perform longitudinal and vertical half-cutting on the extracted volume to obtain the first cutting volume and the second cutting volume. Finally, according to the coordinates of the collision point (y/15) and the height of the unit plot to be removed (usually 15 decimeters), it is divided from the cut volume (i.e., the first cut volume and the second cut volume) The unit plot to be removed, thereby determining the location information of the unit plot to be removed.
  • step S14 determining the vertex data of the unit plot adjacent to the unit plot to be removed according to the position information may include the following execution steps:
  • Step S141 Determine, according to the location information, the unit plot to be removed as an underground unit plot
  • Step S142 Determine whether adjacent unit plots on the side of the underground unit plot to be queried have been removed. If the adjacent unit plots have not been removed, determine the coordinate data used to reconstruct multiple vertices of the side to be queried.
  • the sides to be queried include: the upper surface, lower surface and multiple sides of the underground unit plots set by default;
  • Step S143 It is judged whether all the sides of the underground unit plot have been queried, if not, return to step S142, if yes, determine the vertex data of the adjacent unit plot with the unit plot to be removed.
  • the vertex reconstruction algorithm of terrain meshing cutting can be divided into the vertex reconstruction of the underground grid and the vertex reconstruction of the surface grid.
  • the purpose is to calculate the adjacent grids of the specified grid after the specified grid is removed. Vertex data, thereby reconstructing the corresponding triangle patch and outputting to the rendering system.
  • the plot to which the ground grid belongs is the ground unit plot, and the plot to which the surface grid belongs is the surface unit plot.
  • An underground grid refers to a grid whose upper surface height is lower than the lowest height of the four vertices of the grid location table.
  • the adjacent faces where the adjacent meshes are not removed the corresponding vertices and triangular faces are constructed. Since each removable unit plot is usually a complete hexahedron with six faces (including: upper surface, lower surface and four sides), it is necessary to confirm the unit plots adjacent to the six faces The current status of. If the adjacent unit plot has been removed, there is no need to generate the corresponding adjacent surface; if the adjacent unit plot has not been removed, you need to generate the corresponding adjacent surface, which will construct five vertices and Four triangular faces. Fig.
  • FIG. 4 is a schematic diagram of ground grid vertex reconstruction according to one of the alternative embodiments of the present disclosure.
  • the adjacent surface needs to be generated.
  • the five vertices are A, B, C, D, E, and the four triangle faces are ABE, BCE, CDE, and ADE.
  • the adjacent surface needs to be generated.
  • the five vertices are B, C, G, F, and H, and the four triangular surfaces are BCH. , CGH, GFH and BFH.
  • step S14 after determining the vertex data of the unit plot adjacent to the unit plot to be removed according to the position information, the following execution steps may be further included:
  • Step S17 storing the vertex data of the neighboring unit plots of the unit plot to be removed in the first buffer, and updating the vertex data of the neighboring unit plots stored in the first buffer.
  • the vertex data obtained by reconstructing the vertices of the ground grid can be stored in the first buffer.
  • the storage space consumption of the first cache will increase linearly.
  • the phase of the removed unit plots previously stored in the first cache can be compared.
  • the vertex data of neighboring unit plots are updated to reduce storage space consumption.
  • step S14 determining the vertex data of the unit plot adjacent to the unit plot to be removed according to the position information may include the following execution steps:
  • Step S144 Determine, according to the location information, the unit plot to be removed as a surface unit plot
  • Step S145 Determine whether adjacent unit plots on the side of the surface unit plot to be queried have been removed, and if the adjacent unit plots have not been removed, determine the coordinate data used to reconstruct multiple vertices of the side to be queried.
  • the side surface to be queried is determined by the position of the intersection point and the vertex position actually contained in the surface unit plot, and the intersection point position is determined by the part of the intersection of the surface unit plot and the cutting surface of the surface and the default settings of the surface unit plot;
  • Step S146 Determine whether all sides of the surface unit plots have been queried, if not, return to step S145, if yes, determine the vertex data of the adjacent unit plots of the unit plot to be removed.
  • the surface grid refers to a grid whose upper surface height is higher than the lowest height of the four vertices of the grid where the grid is located, that is, the grid is connected to the ground surface.
  • FIG. 5 is a schematic diagram of surface grid vertex reconstruction according to one of the optional embodiments of the present disclosure. As shown in FIG. 5, plot A, plot B, plot C, and plot D are all the above-mentioned removable units The plot is a cut block obtained by longitudinally cutting in half and vertically. The triangle formed by vertex 1, vertex 2 and vertex 3 is the surface cutting surface. The part of the tangent plane that the plot A intersects with the ground surface is a triangle formed by vertex 1, vertex 4 and vertex 5.
  • the part of the tangent plane that the plot B intersects with the ground surface is a triangle formed by vertex 4, vertex 5, and vertex 6, and a triangle formed by vertex 4, vertex 2, and vertex 6.
  • the part of the tangent plane that the plot C intersects with the ground surface is a triangle formed by vertex 2, vertex 6 and vertex 3. Lot D does not form a triangle.
  • the intersection position determined by the partial tangent plane of the plot B and the cutting surface of the ground surface and the default setting of each surface of the ground unit plot are vertex 2, vertex 4, vertex 5, and vertex 6.
  • the vertex positions actually contained in plot B are vertex 7 and vertex 8.
  • each side of the plot B to be queried is the upper surface formed by vertex 4, vertex 5 and vertex 7, the lower surface formed by vertex 2, vertex 6 and vertex 8, vertex 2, vertex 4, vertex 5 and vertex 6
  • Part of the tangent plane formed is the side surface formed by vertex 2, vertex 4, vertex 7 and vertex 8, and the side surface formed by vertex 5, vertex 6, vertex 7 and vertex 8.
  • vertex 4 and vertex 7 Taking the upper surface formed by vertex 4, vertex 5 and vertex 7 as an example, if the triangle formed by vertex 1, vertex 4, vertex 5 and vertex 7 has not been removed, it is necessary to determine vertex 4 and vertex for reconstructing the upper surface 5 and vertex 7 to regenerate the upper surface formed by vertex 4, vertex 5, and vertex 7.
  • step S14 after determining the vertex data of the unit plot adjacent to the unit plot to be removed according to the position information, the following execution steps may be further included:
  • Step S18 storing the vertex data of the neighboring unit plots of the unit plot to be removed in the second buffer, and updating the vertex data of the neighboring unit plots stored in the second buffer.
  • the vertex data obtained by reconstructing the vertices of the surface grid can be stored in the second buffer.
  • the second cache is different from the first cache described above. However, with the gradual increase in the number of removed unit plots, the storage space consumption of the second cache will increase linearly. At this time, the phase of the removed unit plots previously stored in the second cache can be compared. The vertex data of neighboring unit plots are updated to reduce storage space consumption.
  • the method according to the above embodiment can be implemented by means of software plus the necessary general hardware platform, of course, it can also be implemented by hardware, but in many cases the former is Better implementation.
  • the technical solution of the present disclosure essentially or the part that contributes to the existing technology can be embodied in the form of a software product, and the computer software product is stored in a storage medium (such as ROM/RAM, magnetic disk, The optical disc) includes several instructions to enable a terminal device (which can be a mobile phone, a computer, a server, or a network device, etc.) to execute the method described in each embodiment of the present disclosure.
  • This embodiment also provides a topographic cutting vertex reconstruction device, which is configured to implement the above-mentioned embodiments and preferred implementations, and what has been described will not be repeated.
  • the term "component” may be a combination of software and/or hardware that implements predetermined functions.
  • the devices described in the following embodiments are preferably implemented by software, hardware or a combination of software and hardware is also possible and conceived.
  • Fig. 6 is a structural block diagram of a topographic cutting vertex reconstruction device according to one of the embodiments of the present disclosure.
  • the device includes: an acquiring component 10 configured to acquire position information of a unit plot to be removed, wherein , The terrain resources in the game scene are cut into multiple terrain blocks, and each terrain block is cut into multiple unit plots; the determining component 20 is set to determine the neighboring units of the unit plot to be removed according to the position information Vertex data of the plot; the reconstruction component 30 is configured to reconstruct the triangle to be rendered according to the vertex data.
  • the acquiring component 10 includes: an acquiring element (not shown in the figure), configured to acquire the three-dimensional coordinates of the collision point where the attack trajectory of the game character intersects the collision body of the unit plot to be removed, wherein the three-dimensional coordinates Including: the first coordinate and the second coordinate in the horizontal direction, the third coordinate in the vertical height direction; the extraction element (not shown in the figure) is set to start from the terrain block where the collision point is located according to the first coordinate and the second coordinate Extract the volume in the middle, where the volume includes: the unit plot to be removed, the first unit plot adjacent to the upper surface of the unit plot to be removed, and the lower surface of the unit plot to be removed Adjacent second unit plot; cutting element (not shown in the figure), set to cut the block in half to obtain a first cutting block and a second cutting block; first determining element (not shown in the figure) Out), set to determine the position information from the first cutting body block and the second cutting body block respectively according to the third coordinates.
  • an acquiring element (not shown in the figure), configured
  • the determining component 20 includes: a second determining element (not shown in the figure), configured to determine that the unit plot to be removed is an underground unit plot according to the position information; a first determining element (not shown in the figure) ), set to determine whether the adjacent unit plots on the side of the underground unit plot to be queried have been removed, if the adjacent unit plots are not removed, determine the coordinate data used to reconstruct multiple vertices of the side to be queried , Where the side surfaces to be queried include: the upper surface, the lower surface and multiple side surfaces set by default for the underground unit plot; the second determining element (not shown in the figure) is set to determine whether each side of the underground unit plot has been After the query is completed, if no, then return to the first judgment element, if yes, determine the vertex data of the unit plot adjacent to the unit plot to be removed.
  • FIG. 7 is a structural block diagram of a topographic cutting vertex reconstruction device according to one of the optional embodiments of the present disclosure.
  • the device includes all the components shown in FIG. 6, and also includes:
  • a cache component 40 is configured to store the vertex data of adjacent unit plots of the unit plot to be removed in the first cache, and update the vertex data of the adjacent unit plots stored in the first cache.
  • the determining component 20 includes: a third determining element (not shown in the figure), configured to determine that the unit plot to be removed is a surface unit plot according to the location information; a third determining element (not shown in the figure) ), set to determine whether the adjacent unit plots on the side of the surface unit plot to be queried have been removed, and if the adjacent unit plots are not removed, determine the coordinate data used to reconstruct multiple vertices of the side to be queried , Where the side to be queried is determined by the position of the intersection point and the vertex position actually contained in the surface unit plot, and the intersection position is determined by the part of the tangent plane that the surface unit plot intersects with the cutting surface of the ground surface and the default set of each surface of the surface unit plot; The fourth judging element (not shown in the figure) is set to judge whether all sides of the surface unit plots have been queried, if not, then return to the third judging element, if yes, determine whether the unit land is to be removed Vertex data of adjacent unit plots of
  • the above-mentioned device further includes: a second cache component 50, configured to store the vertex data of a unit plot adjacent to the unit plot to be removed in the second cache, and compare The vertex data of adjacent unit plots stored in the second buffer is updated.
  • a second cache component 50 configured to store the vertex data of a unit plot adjacent to the unit plot to be removed in the second cache, and compare The vertex data of adjacent unit plots stored in the second buffer is updated.
  • each of the above components can be implemented by software or hardware.
  • it can be implemented in the following way, but not limited to this: the above components are all located in the same processor; or, the above components can be combined in any way The forms are located in different processors.
  • the embodiment of the present disclosure also provides a storage medium in which a computer program is stored, wherein the computer program is configured to execute the steps in any of the foregoing method embodiments when running.
  • the foregoing storage medium may be configured to store a computer program configured to perform the following steps:
  • the foregoing storage medium may include, but is not limited to: U disk, Read-Only Memory (Read-Only Memory, ROM for short), Random Access Memory (Random Access Memory, RAM for short), Various media that can store computer programs, such as mobile hard disks, magnetic disks, or optical disks.
  • the embodiment of the present disclosure also provides a processor, the memory stores a computer program, and the processor is configured to run the computer program to execute the steps in any one of the foregoing method embodiments.
  • the foregoing processor may be configured to execute the following steps through a computer program:
  • the disclosed technical content can be implemented in other ways.
  • the device embodiments described above are only illustrative.
  • the division of the elements may be a logical function division, and there may be other division methods in actual implementation, for example, multiple elements or components may be combined or may be Integrate into another system, or some features can be ignored or not implemented.
  • the displayed or discussed mutual coupling or direct coupling or communication connection may be indirect coupling or communication connection through some interfaces, elements or components, and may be in electrical or other forms.
  • the elements described as separate parts may or may not be physically separated, and the parts displayed as elements may or may not be physical elements, that is, they may be located in one place, or may be distributed on multiple elements. Some or all of the components can be selected according to actual needs to achieve the objectives of the solutions of the embodiments.
  • the functional elements in the various embodiments of the present disclosure may be integrated into one processing element, or each element may exist alone physically, or two or more elements may be integrated into one element.
  • the above-mentioned integrated elements can be implemented in the form of hardware or software functional elements.
  • the integrated element is implemented in the form of a software functional element and sold or used as an independent product, it can be stored in a computer readable storage medium.
  • the technical solution of the present disclosure essentially or the part that contributes to the prior art or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium , Including several instructions to make a computer device (which may be a personal computer, a server, or a network device, etc.) execute all or part of the steps of the methods described in the various embodiments of the present disclosure.
  • the aforementioned storage media include: U disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), mobile hard disk, magnetic disk or optical disk and other media that can store program code .

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Abstract

一种地形切割的顶点重建方法、装置、处理器及终端。该方法包括:获取待移除的单位地块的位置信息,其中,游戏场景内的地形资源被切割为多个地形块,每个地形块被切割为多个单位地块(S12);根据位置信息确定与待移除的单位地块的相邻单位地块的顶点数据(S14);依据顶点数据重建待渲染的三角面片(S16)。本方法解决了相关技术中所提供的地形改变方式局限在单一平面的范围内,缺乏灵活性和真实感的技术问题。

Description

地形切割的顶点重建方法、装置、处理器及终端 技术领域
本公开涉及计算机领域,具体而言,涉及一种地形切割的顶点重建方法、装置、处理器及终端。
背景技术
在三维(3D)游戏中进行地形渲染通常是将整个地形划分成若干个地形块(Chunk)。每个地形块可以看成是由多个顶点组成的平面。每个顶点所记录用于渲染的信息可以包括但不限于:高度、贴图UV、法线向量。由此,通过在编辑器中调整顶点的相关信息,即可构造出各式各样在游戏场景中所使用的地形。
相关技术中所提供的地形顶点平面只能通过高度值进行调整,采用动态改变地形顶点的高度(例如:在轰炸位置随机地降低地形顶点的高度值)的实现方式,进而产生地形破坏形变的效果。
然而,上述在平面维度上通过修改顶点的高度数据来实现地形的改变,其对游戏空间维度的拓展具有较大局限性,进而在游戏过程中,游戏玩家与地形改变的交互通常局限在单一平面(例如:XZ平面,Y为高度方向)的范围内。
针对上述的问题,目前尚未提出有效的解决方案。
发明内容
本公开至少部分实施例提供了一种地形切割的顶点重建方法、装置、处理器及终端,以至少解决相关技术中所提供的地形改变方式局限在单一平面的范围内,缺乏灵活性和真实感的技术问题。
根据本公开其中一实施例,提供了一种地形切割的顶点重建方法,包括:
获取待移除的单位地块的位置信息,其中,游戏场景内的地形资源被切割为多个地形块,每个地形块被切割为多个单位地块;根据位置信息确定与待移除的单位地块的相邻单位地块的顶点数据;依据顶点数据重建待渲染的三角面片。
可选地,获取待移除的单位地块的位置信息包括:获取游戏角色的攻击轨迹与待移除的单位地块的碰撞体相交的碰撞点的三维坐标,其中,三维坐标包括:水平方向 上的第一坐标和第二坐标,垂直高度方向上的第三坐标;根据第一坐标和第二坐标从碰撞点所在的地形块中提取体块,其中,体块包括:待移除的单位地块、与待移除的单位地块的上表面相邻的第一单位地块以及与待移除的单位地块的下表面相邻的第二单位地块;将体块对半切割,得到第一切割体块和第二切割体块;根据第三坐标分别从第一切割体块和第二切割体块中确定位置信息。
可选地,根据位置信息确定与待移除的单位地块的相邻单位地块的顶点数据包括:第一确定步骤,根据位置信息确定待移除的单位地块为地底单位地块;第一判断步骤,判断地底单位地块的待查询侧面的相邻单位地块是否被移除,如果相邻单位地块未被移除,则确定用于重建待查询侧面的多个顶点的坐标数据,其中,待查询侧面包括:地底单位地块默认设置的上表面、下表面和多个侧面;第二判断步骤,判断地底单位地块的各个侧面是否均已查询完毕,如果否,则返回第一判断步骤,如果是,则确定与待移除的单位地块的相邻单位地块的顶点数据。
可选地,在根据位置信息确定与待移除的单位地块的相邻单位地块的顶点数据之后,还包括:将与待移除的单位地块的相邻单位地块的顶点数据存储至第一缓存,并对第一缓存中存储的相邻单位地块的顶点数据进行更新。
可选地,根据位置信息确定与待移除的单位地块的相邻单位地块的顶点数据包括:第二确定步骤,根据位置信息确定待移除的单位地块为地表单位地块;第三判断步骤,判断地表单位地块的待查询侧面的相邻单位地块是否被移除,如果相邻单位地块未被移除,则确定用于重建待查询侧面的多个顶点的坐标数据,其中,待查询侧面由交点位置和地表单位地块实际包含的顶点位置确定,交点位置由地表单位地块与地表切割面相交的部分切面和地表单位地块的默认设置的各个面来确定;第四判断步骤,判断地表单位地块的各个侧面是否均已查询完毕,如果否,则返回第三判断步骤,如果是,则确定与待移除的单位地块的相邻单位地块的顶点数据。
可选地,在根据位置信息确定与待移除的单位地块的相邻单位地块的顶点数据之后,还包括:将与待移除的单位地块的相邻单位地块的顶点数据存储至第二缓存,并对第二缓存中存储的相邻单位地块的顶点数据进行更新。
根据本公开其中一实施例,还提供了一种地形切割的顶点重建装置,包括:
获取组件,设置为获取待移除的单位地块的位置信息,其中,游戏场景内的地形资源被切割为多个地形块,每个地形块被切割为多个单位地块;确定组件,设置为根据位置信息确定与待移除的单位地块的相邻单位地块的顶点数据;重建组件,设置为依据顶点数据重建待渲染的三角面片。
可选地,获取组件包括:获取元件,设置为获取游戏角色的攻击轨迹与待移除的单位地块的碰撞体相交的碰撞点的三维坐标,其中,三维坐标包括:水平方向上的第一坐标和第二坐标,垂直高度方向上的第三坐标;提取元件,设置为根据第一坐标和第二坐标从碰撞点所在的地形块中提取体块,其中,体块包括:待移除的单位地块、与待移除的单位地块的上表面相邻的第一单位地块以及与待移除的单位地块的下表面相邻的第二单位地块;切割元件,设置为将体块对半切割,得到第一切割体块和第二切割体块;第一确定元件,设置为根据第三坐标分别从第一切割体块和第二切割体块中确定位置信息。
可选地,确定组件包括:第二确定元件,设置为根据位置信息确定待移除的单位地块为地底单位地块;第一判断元件,设置为判断地底单位地块的待查询侧面的相邻单位地块是否被移除,如果相邻单位地块未被移除,则确定用于重建待查询侧面的多个顶点的坐标数据,其中,待查询侧面包括:地底单位地块默认设置的上表面、下表面和多个侧面;第二判断元件,设置为判断地底单位地块的各个侧面是否均已查询完毕,如果否,则返回第一判断元件,如果是,则确定与待移除的单位地块的相邻单位地块的顶点数据。
可选地,上述装置还包括:第一缓存组件,设置为将与待移除的单位地块的相邻单位地块的顶点数据存储至第一缓存,并对第一缓存中存储的相邻单位地块的顶点数据进行更新。
可选地,确定组件包括:第三确定元件,设置为根据位置信息确定待移除的单位地块为地表单位地块;第三判断元件,设置为判断地表单位地块的待查询侧面的相邻单位地块是否被移除,如果相邻单位地块未被移除,则确定用于重建待查询侧面的多个顶点的坐标数据,其中,待查询侧面由交点位置和地表单位地块实际包含的顶点位置确定,交点位置由地表单位地块与地表切割面相交的部分切面和地表单位地块的默认设置的各个面来确定;第四判断元件,设置为判断地表单位地块的各个侧面是否均已查询完毕,如果否,则返回第三判断元件,如果是,则确定与待移除的单位地块的相邻单位地块的顶点数据。
可选地,上述装置还包括:第二缓存组件,设置为将与待移除的单位地块的相邻单位地块的顶点数据存储至第二缓存,并对第二缓存中存储的相邻单位地块的顶点数据进行更新。
根据本公开其中一实施例,还提供了一种存储介质,存储介质包括存储的程序,其中,在程序运行时控制存储介质所在设备执行上述任意一项的地形切割的顶点重建方法。
根据本公开其中一实施例,还提供了一种处理器,处理器设置为运行程序,其中,程序运行时执行上述任意一项的地形切割的顶点重建方法。
根据本公开其中一实施例,还提供了一种终端,包括:一个或多个处理器,存储器,显示装置以及一个或多个程序,其中,一个或多个程序被存储在存储器中,并且被配置为由一个或多个处理器执行,一个或多个程序用于执行上述任意一项的地形切割的顶点重建方法。
在本公开至少部分实施例中,采用获取待移除的单位地块的位置信息,该游戏场景内的地形资源被切割为多个地形块,每个地形块被切割为多个单位地块的方式,通过位置信息确定与待移除的单位地块的相邻单位地块的顶点数据以及依据顶点数据重建待渲染的三角面片,达到了对地形的改变本质上是将地形的顶点数据从平面维度拓展为网格化任意立体网格形状,极大地拓展了地形系统的交互维度,使得围绕地形改变推出更多有趣、可玩度高的玩法的目的,从而实现了通过打通游戏的空间维度进而提升游戏的趣味性与可玩性的技术效果,进而解决了相关技术中所提供的地形改变方式局限在单一平面的范围内,缺乏灵活性和真实感的技术问题。
附图说明
此处所说明的附图用来提供对本公开的进一步理解,构成本申请的一部分,本公开的示意性实施例及其说明用于解释本公开,并不构成对本公开的不当限定。在附图中:
图1是根据本公开其中一实施例的地形切割的顶点重建方法的流程图;
图2是根据本公开其中一可选实施例的地形分割俯视示意图;
图3是根据本公开其中一可选实施例的获取待移除的单位地块的示意图;
图4是根据本公开其中一可选实施例的地底网格顶点重建的示意图;
图5是根据本公开其中一可选实施例的地表网格顶点重建的示意图;
图6是根据本公开其中一实施例的地形切割的顶点重建装置的结构框图;
图7是根据本公开其中一可选实施例的地形切割的顶点重建装置的结构框图。
具体实施方式
为了使本技术领域的人员更好地理解本公开方案,下面将结合本公开实施例中的 附图,对本公开实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本公开一部分的实施例,而不是全部的实施例。基于本公开中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都应当属于本公开保护的范围。
需要说明的是,本公开的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本公开的实施例能够以除了在这里图示或描述的那些以外的顺序实施。此外,术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或元件的过程、方法、系统、产品或设备不必限于清楚地列出的那些步骤或元件,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或元件。
根据本公开其中一实施例,提供了一种地形切割的顶点重建方法的实施例,需要说明的是,在附图的流程图示出的步骤可以在诸如一组计算机可执行指令的计算机系统中执行,并且,虽然在流程图中示出了逻辑顺序,但是在某些情况下,可以以不同于此处的顺序执行所示出或描述的步骤。
该方法实施例可以在移动终端、计算机终端或者类似的运算装置中执行。以运行在移动终端上为例,移动终端可以包括一个或多个处理器(处理器可以包括但不限于中央处理器(CPU)、图形处理器(GPU)、数字信号处理(DSP)芯片、微处理器(MCU)或可编程逻辑器件(FPGA)等的处理装置)和设置为存储数据的存储器。可选地,上述移动终端还可以包括设置为通信功能的传输设备以及输入输出设备。本领域普通技术人员可以理解,上述结构描述仅为示意,其并不对上述移动终端的结构造成限定。例如,移动终端还可包括比上述结构描述更多或者更少的组件,或者具有与上述结构描述不同的配置。
存储器可设置为存储计算机程序,例如,应用软件的软件程序以及组件,如本公开实施例中的地形切割的顶点重建方法对应的计算机程序,处理器通过运行存储在存储器内的计算机程序,从而执行各种功能应用以及数据处理,即实现上述的地形切割的顶点重建方法。存储器可包括高速随机存储器,还可包括非易失性存储器,如一个或者多个磁性存储装置、闪存、或者其他非易失性固态存储器。在一些实例中,存储器可进一步包括相对于处理器远程设置的存储器,这些远程存储器可以通过网络连接至移动终端。上述网络的实例包括但不限于互联网、企业内部网、局域网、移动通信网及其组合。
传输设备设置为经由一个网络接收或者发送数据。上述的网络具体实例可包括移动终端的通信供应商提供的无线网络。在一个实例中,传输设备包括一个网络适配器(Network Interface Controller,简称为NIC),其可通过基站与其他网络设备相连从而可与互联网进行通讯。在一个实例中,传输设备可以为射频(Radio Frequency,简称为RF)组件,其设置为通过无线方式与互联网进行通讯。
在本实施例中提供了一种运行于上述移动终端的地形切割的顶点重建方法,图1是根据本公开其中一实施例的地形切割的顶点重建方法的流程图,如图1所示,该方法包括如下步骤:
步骤S12,获取待移除的单位地块的位置信息,其中,游戏场景内的地形资源被切割为多个地形块,每个地形块被切割为多个单位地块;
步骤S14,根据位置信息确定与待移除的单位地块的相邻单位地块的顶点数据;
步骤S16,依据顶点数据重建待渲染的三角面片。
通过上述步骤,可以采用获取待移除的单位地块的位置信息,该游戏场景内的地形资源被切割为多个地形块,每个地形块被切割为多个单位地块的方式,通过位置信息确定与待移除的单位地块的相邻单位地块的顶点数据以及依据顶点数据重建待渲染的三角面片,达到了对地形的改变本质上是将地形的顶点数据从平面维度拓展为网格化任意立体网格形状,极大地拓展了地形系统的交互维度,使得围绕地形改变推出更多有趣、可玩度高的玩法的目的,从而实现了通过打通游戏的空间维度进而提升游戏的趣味性与可玩性的技术效果,进而解决了相关技术中所提供的地形改变方式局限在单一平面的范围内,缺乏灵活性和真实感的技术问题。
上述游戏场景内的地形资源可以被切割为多个地形块。每个地形块又可以进一步被切割为多个单位地块。每个单位地块包括上表面、下表面以及前后左右四个侧面。上表面、下表面以及前后左右四个侧面中的每个平面均由两个三角面片组成。
图2是根据本公开其中一可选实施例的地形分割俯视示意图,如图2所示,地形系统的一个地形块的平面大小为长(320分米)×宽(320分米)。在对该地形块进行分割处理后的得到的单位地块平面的网格大小为长(20分米)×宽(20分米)。每个单位地块平面的网格关联四个顶点,由此构造出两个三角面片,设置为输出至渲染系统进行游戏场景内的地形绘制。
通过地形系统的网格化顶点切割算法,获取并调整空间维度上任意层次的地形顶点数据,将连续平面顶点拓展成空间中非连续的网格化顶点,同时利用合理的切割缓存策略,使得地形破坏能够在实际游戏中高效、稳定地运行。
可选地,在步骤S12中,获取待移除的单位地块的位置信息可以包括以下执行步骤:
步骤S121,获取游戏角色的攻击轨迹与待移除的单位地块的碰撞体相交的碰撞点的三维坐标,其中,三维坐标包括:水平方向上的第一坐标和第二坐标,垂直高度方向上的第三坐标;
步骤S122,根据第一坐标和第二坐标从碰撞点所在的地形块中提取体块,其中,体块包括:待移除的单位地块、与待移除的单位地块的上表面相邻的第一单位地块以及与待移除的单位地块的下表面相邻的第二单位地块;
步骤S123,将体块对半切割,得到第一切割体块和第二切割体块;
步骤S124,根据第三坐标分别从第一切割体块和第二切割体块中确定位置信息。
在游戏玩家所操控的游戏角色发动攻击时,能够确定攻击轨迹与待移除的单位地块的碰撞体相交的碰撞点的三维绝对坐标(x,y,z),其中,x和z为水平方向上的第一坐标和第二坐标,y为垂直高度方向上的第三坐标。图3是根据本公开其中一可选实施例的获取待移除的单位地块的示意图,如图3所示,首先可以根据碰撞点的坐标(x/20,z/20)从地形块中提取对应的体块,该体块包括待移除的单位地块、与待移除的单位地块的上表面相邻的第一单位地块以及与待移除的单位地块的下表面相邻的第二单位地块。然后,由于待移除的单位地块的处理基本单位为三角体,因此需要对提取到的体块进行纵向垂直对半切割得到第一切割体块和第二切割体块。最后再按照碰撞点的坐标(y/15)和待移除的单位地块的高度(通常为15分米)从切割后体块(即第一切割体块和第二切割体块)分割出待移除的单位地块,由此确定待移除的单位地块的位置信息。
可选地,在步骤S14中,根据位置信息确定与待移除的单位地块的相邻单位地块的顶点数据可以包括以下执行步骤:
步骤S141,根据位置信息确定待移除的单位地块为地底单位地块;
步骤S142,判断地底单位地块的待查询侧面的相邻单位地块是否被移除,如果相邻单位地块未被移除,则确定用于重建待查询侧面的多个顶点的坐标数据,其中,待查询侧面包括:地底单位地块默认设置的上表面、下表面和多个侧面;
步骤S143,判断地底单位地块的各个侧面是否均已查询完毕,如果否,则返回步骤S142,如果是,则确定与待移除的单位地块的相邻单位地块的顶点数据。
地形网格化切割的顶点重建算法可以分为地底网格的顶点重建和地表网格的顶点 重建,其目的在于:在指定网格被移除之后,计算得到指定网格相邻的网格的顶点数据,从而重新构建相应的三角面片再输出至渲染系统中。地底网格所属的地块为地底单位地块,地表网格所属的地块为地表单位地块。
地底网格是指满足上表面高度低于网格所在地表的四个顶点的最低高度的网格。对于地底网格,需要查询其邻近网格的移除状态。对于相邻网格未被移除的邻接面,构建相应的顶点和三角面。鉴于每个可移除的单位地块通常为完整的六面体,其具有六个面(包括:上表面、下表面以及四个侧面),因此,需要确认与该六个面相邻的单位地块的当前状态。如果相邻的单位地块已被移除,则无需再生成对应的邻接面;如果相邻的单位地块未被移除,则需要生成对应的邻接面,其将会构建出五个顶点和四个三角面。图4是根据本公开其中一可选实施例的地底网格顶点重建的示意图,如图4所示,当与邻接面1相邻的单位地块未被移除,则需要生成该邻接面,其中,五个顶点分别为A、B、C、D、E,四个三角面分别为ABE、BCE、CDE和ADE。同理,当与邻接面2相邻的单位地块未被移除,则需要生成该邻接面,其中,五个顶点分别为B、C、G、F、H,四个三角面分别为BCH、CGH、GFH和BFH。
可选地,在步骤S14,根据位置信息确定与待移除的单位地块的相邻单位地块的顶点数据之后,还可以包括以下执行步骤:
步骤S17,将与待移除的单位地块的相邻单位地块的顶点数据存储至第一缓存,并对第一缓存中存储的相邻单位地块的顶点数据进行更新。
针对地底网格顶点重建得到的顶点数据,可以存储至第一缓存。然而,伴随着被移除的单位地块的数量逐步增多,第一缓存的存储空间消耗会呈线性增长,此时,可以对先前已存储至第一缓存的被移除的单位地块的相邻单位地块的顶点数据进行更新,以降低存储空间消耗。
可选地,在步骤S14中,根据位置信息确定与待移除的单位地块的相邻单位地块的顶点数据可以包括以下执行步骤:
步骤S144,根据位置信息确定待移除的单位地块为地表单位地块;
步骤S145,判断地表单位地块的待查询侧面的相邻单位地块是否被移除,如果相邻单位地块未被移除,则确定用于重建待查询侧面的多个顶点的坐标数据,其中,待查询侧面由交点位置和地表单位地块实际包含的顶点位置确定,交点位置由地表单位地块与地表切割面相交的部分切面和地表单位地块的默认设置的各个面来确定;
步骤S146,判断地表单位地块的各个侧面是否均已查询完毕,如果否,则返回步骤S145,如果是,则确定与待移除的单位地块的相邻单位地块的顶点数据。
地表网格是指上表面高度高于网格所在地表的四个顶点的最低高度的网格,即该网格存在与地表相接的情况。图5是根据本公开其中一可选实施例的地表网格顶点重建的示意图,如图5所示,地块A、地块B、地块C和地块D均为上述可移除的单位地块在经过纵向对半垂直切割后得到的切割体块。由顶点1、顶点2和顶点3形成的三角形为地表切割面。地块A与地表切割面相交的部分切面为由顶点1、顶点4和顶点5形成的三角形。地块B与地表切割面相交的部分切面为由顶点4、顶点5和顶点6形成的三角形以及由顶点4、顶点2和顶点6形成的三角形。地块C与地表切割面相交的部分切面为由顶点2、顶点6和顶点3形成的三角形。地块D没有形成三角形。假设地块B被移除,那么地块B与地表切割面相交的部分切面和地表单位地块的默认设置的各个面所确定的交点位置为顶点2、顶点4、顶点5和顶点6。而地块B实际包含的顶点位置为顶点7和顶点8。由此确定地块B的各个待查询侧面分别为顶点4、顶点5和顶点7形成的上表面,顶点2、顶点6和顶点8形成的下表面,顶点2、顶点4、顶点5和顶点6形成的部分切面,顶点2、顶点4、顶点7和顶点8形成的侧面以及顶点5、顶点6、顶点7和顶点8形成的侧面。然后,再依次判断每个待查询侧面的相邻单位地块是否被移除,如果相邻单位地块未被移除,则确定用于重建待查询侧面的多个顶点的坐标数据。以顶点4、顶点5和顶点7形成的上表面为例,如果顶点1、顶点4、顶点5和顶点7形成的三角体未被移除,则需要确定用于重建上表面的顶点4、顶点5和顶点7,以重新生成顶点4、顶点5和顶点7形成的上表面。
可选地,在步骤S14,根据位置信息确定与待移除的单位地块的相邻单位地块的顶点数据之后,还可以包括以下执行步骤:
步骤S18,将与待移除的单位地块的相邻单位地块的顶点数据存储至第二缓存,并对第二缓存中存储的相邻单位地块的顶点数据进行更新。
针对地表网格顶点重建得到的顶点数据,可以存储至第二缓存。该第二缓存不同于上述第一缓存。然而,伴随着被移除的单位地块的数量逐步增多,第二缓存的存储空间消耗会呈线性增长,此时,可以对先前已存储至第二缓存的被移除的单位地块的相邻单位地块的顶点数据进行更新,以降低存储空间消耗。
通过以上的实施方式的描述,本领域的技术人员可以清楚地了解到根据上述实施例的方法可借助软件加必需的通用硬件平台的方式来实现,当然也可以通过硬件,但很多情况下前者是更佳的实施方式。基于这样的理解,本公开的技术方案本质上或者说对现有技术做出贡献的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质(如ROM/RAM、磁碟、光盘)中,包括若干指令用以使得一台终端设备(可以是手机,计算机,服务器,或者网络设备等)执行本公开各个实施例所 述的方法。
在本实施例中还提供了一种地形切割的顶点重建装置,该装置设置为实现上述实施例及优选实施方式,已经进行过说明的不再赘述。如以下所使用的,术语“组件”可以实现预定功能的软件和/或硬件的组合。尽管以下实施例所描述的装置较佳地以软件来实现,但是硬件,或者软件和硬件的组合的实现也是可能并被构想的。
图6是根据本公开其中一实施例的地形切割的顶点重建装置的结构框图,如图6所示,该装置包括:获取组件10,设置为获取待移除的单位地块的位置信息,其中,游戏场景内的地形资源被切割为多个地形块,每个地形块被切割为多个单位地块;确定组件20,设置为根据位置信息确定与待移除的单位地块的相邻单位地块的顶点数据;重建组件30,设置为依据顶点数据重建待渲染的三角面片。
可选地,获取组件10包括:获取元件(图中未示出),设置为获取游戏角色的攻击轨迹与待移除的单位地块的碰撞体相交的碰撞点的三维坐标,其中,三维坐标包括:水平方向上的第一坐标和第二坐标,垂直高度方向上的第三坐标;提取元件(图中未示出),设置为根据第一坐标和第二坐标从碰撞点所在的地形块中提取体块,其中,体块包括:待移除的单位地块、与待移除的单位地块的上表面相邻的第一单位地块以及与待移除的单位地块的下表面相邻的第二单位地块;切割元件(图中未示出),设置为将体块对半切割,得到第一切割体块和第二切割体块;第一确定元件(图中未示出),设置为根据第三坐标分别从第一切割体块和第二切割体块中确定位置信息。
可选地,确定组件20包括:第二确定元件(图中未示出),设置为根据位置信息确定待移除的单位地块为地底单位地块;第一判断元件(图中未示出),设置为判断地底单位地块的待查询侧面的相邻单位地块是否被移除,如果相邻单位地块未被移除,则确定用于重建待查询侧面的多个顶点的坐标数据,其中,待查询侧面包括:地底单位地块默认设置的上表面、下表面和多个侧面;第二判断元件(图中未示出),设置为判断地底单位地块的各个侧面是否均已查询完毕,如果否,则返回第一判断元件,如果是,则确定与待移除的单位地块的相邻单位地块的顶点数据。
可选地,图7是根据本公开其中一可选实施例的地形切割的顶点重建装置的结构框图,如图7所示,该装置除包括图6所示的所有组件外,还包括:第一缓存组件40,设置为将与待移除的单位地块的相邻单位地块的顶点数据存储至第一缓存,并对第一缓存中存储的相邻单位地块的顶点数据进行更新。
可选地,确定组件20包括:第三确定元件(图中未示出),设置为根据位置信息 确定待移除的单位地块为地表单位地块;第三判断元件(图中未示出),设置为判断地表单位地块的待查询侧面的相邻单位地块是否被移除,如果相邻单位地块未被移除,则确定用于重建待查询侧面的多个顶点的坐标数据,其中,待查询侧面由交点位置和地表单位地块实际包含的顶点位置确定,交点位置由地表单位地块与地表切割面相交的部分切面和地表单位地块的默认设置的各个面来确定;第四判断元件(图中未示出),设置为判断地表单位地块的各个侧面是否均已查询完毕,如果否,则返回第三判断元件,如果是,则确定与待移除的单位地块的相邻单位地块的顶点数据。
可选地,如图7所示,上述装置还包括:第二缓存组件50,设置为将与待移除的单位地块的相邻单位地块的顶点数据存储至第二缓存,并对第二缓存中存储的相邻单位地块的顶点数据进行更新。
需要说明的是,上述各个组件是可以通过软件或硬件来实现的,对于后者,可以通过以下方式实现,但不限于此:上述组件均位于同一处理器中;或者,上述各个组件以任意组合的形式分别位于不同的处理器中。
本公开的实施例还提供了一种存储介质,该存储介质中存储有计算机程序,其中,该计算机程序被设置为运行时执行上述任一项方法实施例中的步骤。
可选地,在本实施例中,上述存储介质可以被设置为存储设置为执行以下步骤的计算机程序:
S1,获取待移除的单位地块的位置信息,其中,游戏场景内的地形资源被切割为多个地形块,每个地形块被切割为多个单位地块;
S2,根据位置信息确定与待移除的单位地块的相邻单位地块的顶点数据;
S3,依据顶点数据重建待渲染的三角面片。
可选地,在本实施例中,上述存储介质可以包括但不限于:U盘、只读存储器(Read-Only Memory,简称为ROM)、随机存取存储器(Random Access Memory,简称为RAM)、移动硬盘、磁碟或者光盘等各种可以存储计算机程序的介质。
本公开的实施例还提供了一种处理器,该存储器中存储有计算机程序,该处理器被设置为运行计算机程序以执行上述任一项方法实施例中的步骤。
可选地,在本实施例中,上述处理器可以被设置为通过计算机程序执行以下步骤:
S1,获取待移除的单位地块的位置信息,其中,游戏场景内的地形资源被切割为多个地形块,每个地形块被切割为多个单位地块;
S2,根据位置信息确定与待移除的单位地块的相邻单位地块的顶点数据;
S3,依据顶点数据重建待渲染的三角面片。
可选地,本实施例中的具体示例可以参考上述实施例及可选实施方式中所描述的示例,本实施例在此不再赘述。
上述本公开实施例序号仅仅为了描述,不代表实施例的优劣。
在本公开的上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
在本申请所提供的几个实施例中,应该理解到,所揭露的技术内容,可通过其它的方式实现。其中,以上所描述的装置实施例仅仅是示意性的,例如所述元件的划分,可以为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个元件或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,元件或组件的间接耦合或通信连接,可以是电性或其它的形式。
所述作为分离部件说明的元件可以是或者也可以不是物理上分开的,作为元件显示的部件可以是或者也可以不是物理元件,即可以位于一个地方,或者也可以分布到多个元件上。可以根据实际的需要选择其中的部分或者全部元件来实现本实施例方案的目的。
另外,在本公开各个实施例中的各功能元件可以集成在一个处理元件中,也可以是各个元件单独物理存在,也可以两个或两个以上元件集成在一个元件中。上述集成的元件既可以采用硬件的形式实现,也可以采用软件功能元件的形式实现。
所述集成的元件如果以软件功能元件的形式实现并作为独立的产品销售或使用时,可以存储在一个计算机可读取存储介质中。基于这样的理解,本公开的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的全部或部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可为个人计算机、服务器或者网络设备等)执行本公开各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、只读存储器(ROM,Read-Only Memory)、随机存取存储器(RAM,Random Access Memory)、移动硬盘、磁碟或者 光盘等各种可以存储程序代码的介质。
以上所述仅是本公开的优选实施方式,应当指出,对于本技术领域的普通技术人员来说,在不脱离本公开原理的前提下,还可以做出若干改进和润饰,这些改进和润饰也应视为本公开的保护范围。

Claims (10)

  1. 一种地形切割的顶点重建方法,包括:
    获取待移除的单位地块的位置信息,其中,游戏场景内的地形资源被切割为多个地形块,每个地形块被切割为多个单位地块;
    根据所述位置信息确定与所述待移除的单位地块的相邻单位地块的顶点数据;
    依据所述顶点数据重建待渲染的三角面片。
  2. 根据权利要求1所述的方法,其中,获取所述待移除的单位地块的所述位置信息包括:
    获取游戏角色的攻击轨迹与所述待移除的单位地块的碰撞体相交的碰撞点的三维坐标,其中,所述三维坐标包括:水平方向上的第一坐标和第二坐标,垂直高度方向上的第三坐标;
    根据所述第一坐标和所述第二坐标从所述碰撞点所在的地形块中提取体块,其中,所述体块包括:所述待移除的单位地块、与所述待移除的单位地块的上表面相邻的第一单位地块以及与所述待移除的单位地块的下表面相邻的第二单位地块;
    将所述体块对半切割,得到第一切割体块和第二切割体块;
    根据所述第三坐标分别从所述第一切割体块和所述第二切割体块中确定所述位置信息。
  3. 根据权利要求1所述的方法,其中,根据所述位置信息确定与所述待移除的单位地块的相邻单位地块的顶点数据包括:
    第一确定步骤,根据所述位置信息确定所述待移除的单位地块为地底单位地块;
    第一判断步骤,判断所述地底单位地块的待查询侧面的相邻单位地块是否被移除,如果相邻单位地块未被移除,则确定用于重建所述待查询侧面的多个顶点的坐标数据,其中,所述待查询侧面包括:所述地底单位地块默认设置的上表面、下表面和多个侧面;
    第二判断步骤,判断所述地底单位地块的各个侧面是否均已查询完毕,如果否,则返回所述第一判断步骤,如果是,则确定与所述待移除的单位地块的相邻 单位地块的顶点数据。
  4. 根据权利要求3所述的方法,其中,在根据所述位置信息确定与所述待移除的单位地块的相邻单位地块的顶点数据之后,还包括:
    将与所述待移除的单位地块的相邻单位地块的顶点数据存储至第一缓存,并对所述第一缓存中存储的相邻单位地块的顶点数据进行更新。
  5. 根据权利要求1所述的方法,其中,根据所述位置信息确定与所述待移除的单位地块的相邻单位地块的顶点数据包括:
    第二确定步骤,根据所述位置信息确定所述待移除的单位地块为地表单位地块;
    第三判断步骤,判断所述地表单位地块的待查询侧面的相邻单位地块是否被移除,如果相邻单位地块未被移除,则确定用于重建所述待查询侧面的多个顶点的坐标数据,其中,所述待查询侧面由交点位置和所述地表单位地块实际包含的顶点位置确定,所述交点位置由所述地表单位地块与地表切割面相交的部分切面和所述地表单位地块的默认设置的各个面来确定;
    第四判断步骤,判断所述地表单位地块的各个侧面是否均已查询完毕,如果否,则返回所述第三判断步骤,如果是,则确定与所述待移除的单位地块的相邻单位地块的顶点数据。
  6. 根据权利要求5所述的方法,其中,在根据所述位置信息确定与所述待移除的单位地块的相邻单位地块的顶点数据之后,还包括:
    将与所述待移除的单位地块的相邻单位地块的顶点数据存储至第二缓存,并对所述第二缓存中存储的相邻单位地块的顶点数据进行更新。
  7. 一种地形切割的顶点重建装置,包括:
    获取组件,设置为获取待移除的单位地块的位置信息,其中,游戏场景内的地形资源被切割为多个地形块,每个地形块被切割为多个单位地块;
    确定组件,设置为根据所述位置信息确定与所述待移除的单位地块的相邻单位地块的顶点数据;
    重建组件,设置为依据所述顶点数据重建待渲染的三角面片。
  8. 一种存储介质,所述存储介质包括存储的程序,其中,在所述程序运行时控制所述存储介质所在设备执行权利要求1至6中任意一项所述的地形切割的顶点重建 方法。
  9. 一种处理器,所述处理器设置为运行程序,其中,所述程序运行时执行权利要求1至6中任意一项所述的地形切割的顶点重建方法。
  10. 一种终端,包括:一个或多个处理器,存储器,显示装置以及一个或多个程序,其中,所述一个或多个程序被存储在所述存储器中,并且被配置为由所述一个或多个处理器执行,所述一个或多个程序用于执行权利要求1至6中任意一项所述的地形切割的顶点重建方法。
PCT/CN2019/115255 2019-04-12 2019-11-04 地形切割的顶点重建方法、装置、处理器及终端 WO2020206998A1 (zh)

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